[BTS] Warhammer FB Version 1.5

He just got out of exam purgatory, so no work has been done yet, but it will start soon. Yes, soon... or there will be beatings! :-)

Yep, im now free to once again be enslaved by the Mod Monkeys, as it were ;) ill start work on the mod again tuesday next week if all goes to plan. ill have to start with brushing up on where i left off and fixing any bugs that have been found.

As Arhiman says, compatability with 3.19 is not yet an immediate issue because there are few features that really impact WH.
 
Can't wait for the next patch! This mod is great! Have played the crap out of it over the past couple months (you should remove the disclaimer at the start of the game, its already great fun even with the bugs!). Some feedback from the races i've played, I hope is helpful!

(I remember you mentioning somewhere you've stopped this mod and started a new one - I kinda hope thats not the case, but from what i'm reading this is still going? Not sure, so ignore if you have moved on!)

General: Be careful of not having enough food tiles in the mountain starting areas, i've never seen the Orcs or Goblins do well in all my games. Even when I used them there's simply not enough tiles to get your early cities large enough to be competitive against the monster cities AI manage.

The main other general thing I feel should be noted is that the map is HUGE. So many races and cities makes it hard to play later on since the AI turns take forever. Please don't make the map any bigger! I think you could probably cut several races or make them neutral ai (if that would actually help) without losing much. But that's not too important.

I do think the Old world is where most of the fun is at, and is already remarkably well balanced and playable. But some other players prob disagree.

Norsca: Great fun. Has potential to be one of the most fun out of the Chaotic nations due to it's proximity to the old world. The initial starting location is very strong, which ends up being balanced since there's only room for like 3 good citys there and 2 average ones. Expanded to the east and was blocked as I should be by Kislev and the Skaven. I then built up a large force and started a lengthy war with Gilles, initially taking his closest cities and then gradually taking all of his land. Had stuff to build for a long time with the Dragon and Juggernauts and other high level military units as well as magic. Probably one of the most complete races I played and deff already playable. Main suggestion I can make for them is unless you intend them to be a small city, the settling point to the north of the starting location where the copper is, is crap. Would be nice to have a good city there as any higher difficulty and I wouldn't have been able to make up for this by crushing Gilles.

Kurgan: Starting location is alright, but not enough growth potential compared to Old World races and falling behind becomes inevitable. Ended up at war with the hung who are terribly weak so no threat, but also little to gain from taking their cities. I think since they are chaos, perhaps increasing the power of the 2 starting locations closest to the old world could be good? So rather than expanding east and battling random races like the Hung and Chaos Dwarves, they have to attack the old world and expand that way. I ended up taking Hell Pit to try and boost my civ but it wasn't enough when the Empire has like 6 20+ pop cities and my capital is like 10 pop. Gave up on them after a bit.

Empire: The first race I played so can't remember perfectly, but they seemed powerful and complete. The AI controlling them always do well unless i'm competing with them. Seem solid.

Kislev: TROLLS!!!! So many trolls!!! Like 40 trolls fill up the area to the North West of the starting location. This doesn't happen every time but happens a lot. I chose to deal with it and expand south and east for fun. But eventually I was forced to go into world builder and remove them which I suggest anyone playing kislev should just do at the start. Other than that Kislev were enjoyable, since they're on the edge of the old world they have plenty of enemies to keep things interesting. Similar to the empire other than starting location.

Vampire Counts: My fav starting location simply due to how many enemies you have to expand into. You're completely trapped in by powerful races and simply must either expand quickly, or go to war early or you'll be left behind. MASSIVE BUT EASILY FIXABLE BUG: They need necromancy to progress past the early stages of the game, but you can't get it without a religion and they can't get a religion. Sadly I figured out later that you can go into world builder and manually give yourself necromancy, then everything works great. I seriously recommend building in this fix in any upcoming patches if at all possible, it's minor but completely vital to the race being useful. They're a very fun race to play and more complete than you think.

Ok will leave it there for now as I might not be of any use. But have several more races to talk about.

Love the game guys, please keep working on it!
 
Thanks for the feedback, glad you're enjoying the mod.

Be careful of not having enough food tiles in the mountain starting areas, i've never seen the Orcs or Goblins do well in all my games.

Absolutely. The warhammer world map is poorly balanced atm; the Greenskins and most of the Chaotic races have terrible start positions, and so never pose any kind of threat, while the Dark Elves and High Elves never interact with anyone.
But you can of course still play the mod with random maps.

Some of the bad starting places will also be improved by intentions to give Araby +1 commerce from desert, and to give Norsca, Kurgan and Kislev +1 food from tundra. And there are a few other similar changes.

The troll spawners on the northern marches above Kislev will be reduced to slow the troll insanity.

So many races and cities makes it hard to play later on since the AI turns take forever.

There will eventually be a "condensed" form of the map at mostly the same level of scale (slightly zoomed in) which will be the Old World and environs.
So, Norsca, Kurgan, Kislev, Empire, Brettonnia, WE, Skaven, Vamps, Dwarves, Undead, Orks, Goblins, Tilea, Estalia, Araby, Tomb Kings.
This should make the map much more playable on slower comps.

Also, Necromancy will be made available to vamps - though we're also tweaking some of those techs.

If you have thoughts on some of the race designs, take a look at the respective threads on them in this forum.

[Note that some of these will be dead links to you since they lead to the private team development forum, but I don't remember which threads they are.]

Tech tree design:
http://forums.civfanatics.com/showthread.php?t=294254&page=9 Post 175
http://forums.civfanatics.com/showthread.php?t=294254&page=11 Post 214

Combat system design:
http://forums.civfanatics.com/showthread.php?t=301998

Faction design:
Beastmen: http://forums.civfanatics.com/showthread.php?t=313730
Chaos Dwarves: http://forums.civfanatics.com/showthread.php?t=313960
Ogres: http://forums.civfanatics.com/showthread.php?t=313877
Vampire counts: http://forums.civfanatics.com/showthread.php?t=291659
Greenskins: http://forums.civfanatics.com/showthread.php?t=301877&page=2
Kislev: http://forums.civfanatics.com/showthread.php?t=292506
Dwarves: http://forums.civfanatics.com/showthread.php?t=291330
Estalia, Tilea, Ind, Araby, Cathay, Nippon, Skaven: http://forums.civfanatics.com/showthread.php?t=290972
Tomb Kings: http://forums.civfanatics.com/showthread.php?t=293441
Salvation religion: http://forums.civfanatics.com/showthread.php?t=290986&page=3, Post 45
Chaos religion: http://forums.civfanatics.com/showthread.php?t=290986&page=3
Recon units: http://forums.civfanatics.com/showthread.php?t=293049
Empire, Brettonnia, Kurgan, Norsca, Hung, Wood elves: http://forums.civfanatics.com/showthread.php?t=292016
High elves, dark elves: http://forums.civfanatics.com/showthread.php?t=291493

Leader trait changes:
http://forums.civfanatics.com/showthread.php?t=306048
 
Some of the bad starting places will also be improved by intentions to give Araby +1 commerce from desert, and to give Norsca, Kurgan and Kislev +1 food from tundra. And there are a few other similar changes
True.. also plans to give Greenskins bonus food from Plain of Bones to allow for a populous greenskin homeland, and some bonuses to various Chaos races from Chaos Waste / Obsidian Plain / Petrified Forest etc so they can raise stronger invading armies (without having to retile the cool looking map with blah Grasslands). But for me the random maps are most playable and allow the most interesting mix of civs to confront.
 
Yeah, Lustrians and Amazonians are probably going to come last.
Except ancient powerful magic and dinosaurs.
 
Really looking forward to a 3.19 update, new to civ IV through steam, playing a lot of FFH2 but a huge fan of Warhammer lore. As of now of course all it does is crash.
 
PL, any eta for 3.19? One of my friends is really into warhammer and is interested in trying this mod. (he plays as brittania I think) Since I know your basing it off of FF, could their be some more documentation on what the different spells and promotions do? That is a major negative for people new to FF right now.
 
Ploep who was hopefully going to be doing some dll editing to help us get a new 3.19 codebase up is somewhat MIA, so no idea when update ETA will be.
 
Plus it isn't partiuclarly hard to just reinstall Civ (or install a second copy) and only patch it up to 3.17
 
Plus it isn't partiuclarly hard to just reinstall Civ (or install a second copy) and only patch it up to 3.17
It's even easier not to download the mod because it's outdated and everyone else can keep up just fine.
 
I realize that its a pain that this isn't updated yet, but frankly many people have RL commitments and aren't immediately able to respond to provide you with free content. I'm design, balance, playtest; I don't have the skills to update this kind of issue.

We're also still toying with whether or not we're changing codebase, so its potentially more than just a patch update issue.
 
I thought you guys were already set on changing the codebase to Fall Further?
 
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